I've done the same thing, and it's not simulated from the top of the spline, it's followed from the middle of the spline, and the results come out differently.
@unibrouee I'm not sure I fully understand your question, but as for getting just part of the chain to flex, you can do that my following the steps in the video, but instead of selecting the whole bone chain, just select the bones you wish to flex, create the spline IK from that bone down. When you think about it, its the same thing, just represented differently, instead of a teapot as the parent, it will just be bone_blabla.
15 лет назад
wow! What an idea! Great job! I never thought about combine flex with a line thingy!
I've done the same thing, and it's not simulated from the top of the spline, it's followed from the middle of the spline, and the results come out differently.
you have to align center in flex modifier to pivot point of the main (uppper) bone
For some reason the flex modifier affects the line mainly from the center instead of the bottom. Anyone else getting this problem?
@unibrouee I'm not sure I fully understand your question, but as for getting just part of the chain to flex, you can do that my following the steps in the video, but instead of selecting the whole bone chain, just select the bones you wish to flex, create the spline IK from that bone down. When you think about it, its the same thing, just represented differently, instead of a teapot as the parent, it will just be bone_blabla.
wow! What an idea! Great job! I never thought about combine flex with a line thingy!
It missing one step, how you link the spline to the bones ?
Go to Animation>>IK Solvers>> Spline IK Solver. Click the end bone, then the spline. :3
It's okay Doctor, everyone messes up sometimes.
hubiera sido genial que colocara toda la ventana
intento colocar los bones pero ni siquiera aparecen bue
どうもありがとう :)
Oh nevermind, it was already answered int he previous comment
Thank you so much!! Was very useful!!
thank you very muchhh im findingggg thissss haha
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